1 /* 2 * misc.c Phantasia miscellaneous support routines 3 * 4 * $FreeBSD: src/games/phantasia/misc.c,v 1.7 1999/11/16 02:57:34 billf Exp $ 5 * $DragonFly: src/games/phantasia/misc.c,v 1.7 2006/09/09 02:21:49 pavalos Exp $ 6 */ 7 8 #include <string.h> 9 #include "include.h" 10 11 /* functions which we need to know about */ 12 /* gamesupport.c */ 13 extern void enterscore(void); 14 /* io.c */ 15 extern int getanswer(const char *, bool); 16 extern double infloat(void); 17 extern void more(int); 18 /* main.c */ 19 extern void cleanup(bool); 20 /* phantglobs.c */ 21 extern double drandom(void); 22 23 void adjuststats(void); 24 long allocrecord(void); 25 void allstatslist(void); 26 void altercoordinates(double, double, int); 27 void collecttaxes(double, double); 28 void death(const char *); 29 const char *descrlocation(struct player *, bool); 30 const char *descrstatus(struct player *); 31 const char *descrtype(struct player *, bool); 32 void displaystats(void); 33 double distance(double, double, double, double); 34 void error(const char *); 35 double explevel(double); 36 long findname(char *, struct player *); 37 void freerecord(struct player *, long); 38 void ill_sig(int); 39 void initplayer(struct player *); 40 void leavegame(void); 41 void movelevel(void); 42 void readmessage(void); 43 void readrecord(struct player *, long); 44 void tradingpost(void); 45 void truncstring(char *); 46 void writerecord(struct player *, long); 47 48 /* 49 * FUNCTION: move player to new level 50 * 51 * GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[] 52 * 53 * GLOBAL OUTPUTS: Player, Changed 54 * 55 * DESCRIPTION: 56 * Use lookup table to increment important statistics when 57 * progressing to new experience level. 58 * Players are rested to maximum as a bonus for making a new 59 * level. 60 * Check for council of wise, and being too big to be king. 61 */ 62 63 void 64 movelevel(void) 65 { 66 struct charstats *statptr; /* for pointing into Stattable */ 67 double new; /* new level */ 68 double inc; /* increment between new and old levels */ 69 70 Changed = TRUE; 71 72 if (Player.p_type == C_EXPER) 73 /* roll a type to use for increment */ 74 statptr = &Stattable[(int)ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)]; 75 else 76 statptr = Statptr; 77 78 new = explevel(Player.p_experience); 79 inc = new - Player.p_level; 80 Player.p_level = new; 81 82 /* add increments to statistics */ 83 Player.p_strength += statptr->c_strength.increase * inc; 84 Player.p_mana += statptr->c_mana.increase * inc; 85 Player.p_brains += statptr->c_brains.increase * inc; 86 Player.p_magiclvl += statptr->c_magiclvl.increase * inc; 87 Player.p_maxenergy += statptr->c_energy.increase * inc; 88 89 /* rest to maximum upon reaching new level */ 90 Player.p_energy = Player.p_maxenergy + Player.p_shield; 91 92 if (Player.p_crowns > 0 && Player.p_level >= 1000.0) { 93 /* no longer able to be king -- turn crowns into cash */ 94 Player.p_gold += ((double)Player.p_crowns) * 5000.0; 95 Player.p_crowns = 0; 96 } 97 98 if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL) { 99 /* make a member of the council */ 100 mvaddstr(6, 0, "You have made it to the Council of the Wise.\n"); 101 addstr("Good Luck on your search for the Holy Grail.\n"); 102 103 Player.p_specialtype = SC_COUNCIL; 104 105 /* no rings for council and above */ 106 Player.p_ring.ring_type = R_NONE; 107 Player.p_ring.ring_duration = 0; 108 109 Player.p_lives = 3; /* three extra lives */ 110 } 111 112 if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR) 113 death("Old age"); 114 } 115 116 /* 117 * FUNCTION: return a formatted description of location 118 * 119 * ARGUMENTS: 120 * struct player playerp - pointer to player structure 121 * bool shortflag - set if short form is desired 122 * 123 * RETURN VALUE: pointer to string containing result 124 * 125 * GLOBAL INPUTS: Databuf[] 126 * 127 * DESCRIPTION: 128 * Look at coordinates and return an appropriately formatted 129 * string. 130 */ 131 132 const char * 133 descrlocation(struct player *playerp, bool shortflag) 134 { 135 double circle; /* corresponding circle for coordinates */ 136 int quadrant; /* quadrant of grid */ 137 const char *label; /* pointer to place name */ 138 static const char *nametable[4][4] = /* names of places */ 139 { 140 { "Anorien", "Ithilien", "Rohan", "Lorien" }, 141 { "Gondor", "Mordor", "Dunland", "Rovanion" }, 142 { "South Gondor", "Khand", "Eriador", "The Iron Hills" }, 143 { "Far Harad", "Near Harad", "The Northern Waste", "Rhun" } 144 }; 145 146 if (playerp->p_specialtype == SC_VALAR) 147 return (" is in Valhala"); 148 else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) { 149 if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND) 150 label = "The Point of No Return"; 151 else 152 label = "The Ashen Mountains"; 153 } else if (circle >= 55) 154 label = "Morannon"; 155 else if (circle >= 35) 156 label = "Kennaquahair"; 157 else if (circle >= 20) 158 label = "The Dead Marshes"; 159 else if (circle >= 9) 160 label = "The Outer Waste"; 161 else if (circle >= 5) 162 label = "The Moors Adventurous"; 163 else { 164 if (playerp->p_x == 0.0 && playerp->p_y == 0.0) 165 label = "The Lord's Chamber"; 166 else { 167 /* this expression is split to prevent compiler loop with some compilers */ 168 quadrant = ((playerp->p_x > 0.0) ? 1 : 0); 169 quadrant += ((playerp->p_y >= 0.0) ? 2 : 0); 170 label = nametable[((int)circle) - 1][quadrant]; 171 } 172 } 173 174 if (shortflag) 175 sprintf(Databuf, "%.29s", label); 176 else 177 sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y); 178 179 return (Databuf); 180 } 181 182 /* 183 * FUNCTION: do trading post stuff 184 * 185 * GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[] 186 * 187 * GLOBAL OUTPUTS: Player 188 * 189 * DESCRIPTION: 190 * Different trading posts have different items. 191 * Merchants cannot be cheated, but they can be dishonest 192 * themselves. 193 * 194 * Shields, swords, and quicksilver are not cumulative. This is 195 * one major area of complaint, but there are two reasons for this: 196 * 1) It becomes MUCH too easy to make very large versions 197 * of these items. 198 * 2) In the real world, one cannot simply weld two swords 199 * together to make a bigger one. 200 * 201 * At one time, it was possible to sell old weapons at half the purchase 202 * price. This resulted in huge amounts of gold floating around, 203 * and the game lost much of its challenge. 204 * 205 * Also, purchasing gems defeats the whole purpose of gold. Gold 206 * is small change for lower level players. They really shouldn't 207 * be able to accumulate more than enough gold for a small sword or 208 * a few books. Higher level players shouldn't even bother to pick 209 * up gold, except maybe to buy mana once in a while. 210 */ 211 212 void 213 tradingpost(void) 214 { 215 double numitems; /* number of items to purchase */ 216 double cost; /* cost of purchase */ 217 double blessingcost; /* cost of blessing */ 218 int ch; /* input */ 219 int size; /* size of the trading post */ 220 int loop; /* loop counter */ 221 int cheat = 0; /* number of times player has tried to cheat */ 222 bool dishonest = FALSE; /* set when merchant is dishonest */ 223 224 Player.p_status = S_TRADING; 225 writerecord(&Player, Fileloc); 226 227 clear(); 228 addstr("You are at a trading post. All purchases must be made with gold."); 229 230 size = sqrt(fabs(Player.p_x / 100)) + 1; 231 size = MIN(7, size); 232 233 /* set up cost of blessing */ 234 blessingcost = 1000.0 * (Player.p_level + 5.0); 235 236 /* print Menu */ 237 move(7, 0); 238 for (loop = 0; loop < size; ++loop) { 239 /* print Menu */ 240 if (loop == 6) 241 cost = blessingcost; 242 else 243 cost = Menu[loop].cost; 244 printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost); 245 } 246 247 mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? "); 248 249 for (;;) { 250 adjuststats(); /* truncate any bad values */ 251 252 /* print some important statistics */ 253 mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n", 254 Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms); 255 printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n", 256 Player.p_shield, Player.p_sword, Player.p_quksilver, 257 (Player.p_blessing ? " True" : "False")); 258 printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana); 259 260 move(5, 36); 261 ch = getanswer("LPS", FALSE); 262 move(15, 0); 263 clrtobot(); 264 switch (ch) { 265 case 'L': /* leave */ 266 case '\n': 267 altercoordinates(0.0, 0.0, A_NEAR); 268 return; 269 270 case 'P': /* make purchase */ 271 mvaddstr(15, 0, "What what would you like to buy ? "); 272 ch = getanswer(" 1234567", FALSE); 273 move(15, 0); 274 clrtoeol(); 275 276 if (ch - '0' > size) 277 addstr("Sorry, this merchant doesn't have that."); 278 else 279 switch (ch) { 280 case '1': 281 printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ", 282 Menu[0].cost, floor(Player.p_gold / Menu[0].cost)); 283 cost = (numitems = floor(infloat())) * Menu[0].cost; 284 285 if (cost > Player.p_gold || numitems < 0) 286 ++cheat; 287 else { 288 cheat = 0; 289 Player.p_gold -= cost; 290 if (drandom() < 0.02) 291 dishonest = TRUE; 292 else 293 Player.p_mana += numitems; 294 } 295 break; 296 297 case '2': 298 printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ", 299 Menu[1].cost, floor(Player.p_gold / Menu[1].cost)); 300 cost = (numitems = floor(infloat())) * Menu[1].cost; 301 302 if (numitems == 0.0) 303 break; 304 else if (cost > Player.p_gold || numitems < 0) 305 ++cheat; 306 else if (numitems < Player.p_shield) 307 NOBETTER(); 308 else { 309 cheat = 0; 310 Player.p_gold -= cost; 311 if (drandom() < 0.02) 312 dishonest = TRUE; 313 else 314 Player.p_shield = numitems; 315 } 316 break; 317 318 case '3': 319 printw("A book costs %.0f gp. How many do you want (%.0f max) ? ", 320 Menu[2].cost, floor(Player.p_gold / Menu[2].cost)); 321 cost = (numitems = floor(infloat())) * Menu[2].cost; 322 323 if (cost > Player.p_gold || numitems < 0) 324 ++cheat; 325 else { 326 cheat = 0; 327 Player.p_gold -= cost; 328 if (drandom() < 0.02) 329 dishonest = TRUE; 330 else if (drandom() * numitems > Player.p_level / 10.0 && 331 numitems != 1) { 332 printw("\nYou blew your mind!\n"); 333 Player.p_brains /= 5; 334 } else { 335 Player.p_brains += floor(numitems) * ROLL(20, 8); 336 } 337 } 338 break; 339 340 case '4': 341 printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ", 342 Menu[3].cost, floor(Player.p_gold / Menu[3].cost)); 343 cost = (numitems = floor(infloat())) * Menu[3].cost; 344 345 if (numitems == 0.0) 346 break; 347 else if (cost > Player.p_gold || numitems < 0) 348 ++cheat; 349 else if (numitems < Player.p_sword) 350 NOBETTER(); 351 else { 352 cheat = 0; 353 Player.p_gold -= cost; 354 if (drandom() < 0.02) 355 dishonest = TRUE; 356 else 357 Player.p_sword = numitems; 358 } 359 break; 360 361 case '5': 362 printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ", 363 Menu[4].cost, floor(Player.p_gold / Menu[4].cost)); 364 cost = (numitems = floor(infloat())) * Menu[4].cost; 365 366 if (cost > Player.p_gold || numitems < 0) 367 ++cheat; 368 else { 369 cheat = 0; 370 Player.p_gold -= cost; 371 if (drandom() < 0.02) 372 dishonest = TRUE; 373 else 374 Player.p_charms += numitems; 375 } 376 break; 377 378 case '6': 379 printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ", 380 Menu[5].cost, floor(Player.p_gold / Menu[5].cost)); 381 cost = (numitems = floor(infloat())) * Menu[5].cost; 382 383 if (numitems == 0.0) 384 break; 385 else if (cost > Player.p_gold || numitems < 0) 386 ++cheat; 387 else if (numitems < Player.p_quksilver) 388 NOBETTER(); 389 else { 390 cheat = 0; 391 Player.p_gold -= cost; 392 if (drandom() < 0.02) 393 dishonest = TRUE; 394 else 395 Player.p_quksilver = numitems; 396 } 397 break; 398 399 case '7': 400 if (Player.p_blessing) { 401 addstr("You already have a blessing."); 402 break; 403 } 404 405 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost); 406 ch = getanswer("NY", FALSE); 407 408 if (ch == 'Y') { 409 if (Player.p_gold < blessingcost) 410 ++cheat; 411 else { 412 cheat = 0; 413 Player.p_gold -= blessingcost; 414 if (drandom() < 0.02) 415 dishonest = TRUE; 416 else 417 Player.p_blessing = TRUE; 418 } 419 } 420 break; 421 } 422 break; 423 424 case 'S': /* sell gems */ 425 mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ", 426 (double)N_GEMVALUE, Player.p_gems); 427 numitems = floor(infloat()); 428 429 if (numitems > Player.p_gems || numitems < 0) 430 ++cheat; 431 else { 432 cheat = 0; 433 Player.p_gems -= numitems; 434 Player.p_gold += numitems * N_GEMVALUE; 435 } 436 } 437 438 if (cheat == 1) 439 mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n"); 440 else if (cheat == 2) { 441 mvaddstr(17, 0, "You had your chance. This merchant happens to be\n"); 442 printw("a %.0f level magic user, and you made %s mad!\n", 443 ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her"); 444 altercoordinates(0.0, 0.0, A_FAR); 445 Player.p_energy /= 2.0; 446 ++Player.p_sin; 447 more(23); 448 return; 449 } else if (dishonest) { 450 mvaddstr(17, 0, "The merchant stole your money!"); 451 refresh(); 452 altercoordinates(Player.p_x - Player.p_x / 10.0, 453 Player.p_y - Player.p_y / 10.0, A_SPECIFIC); 454 sleep(2); 455 return; 456 } 457 } 458 } 459 460 /* 461 * FUNCTION: print out important player statistics 462 * 463 * GLOBAL INPUTS: Users, Player 464 * 465 * DESCRIPTION: 466 * Important player statistics are printed on the screen. 467 */ 468 469 void 470 displaystats(void) 471 { 472 mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE)); 473 mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n", 474 Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield, 475 Player.p_mana, Users); 476 mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n", 477 Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might, 478 Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player)); 479 } 480 481 /* 482 * FUNCTION: show player items 483 * 484 * GLOBAL INPUTS: Player 485 * 486 * DESCRIPTION: 487 * Print out some player statistics of lesser importance. 488 */ 489 490 void 491 allstatslist(void) 492 { 493 static const char *flags[] = /* to print value of some bools */ 494 { 495 "False", 496 " True" 497 }; 498 499 mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE)); 500 501 mvprintw(10, 0, "Experience: %9.0f", Player.p_experience); 502 mvprintw(11, 0, "Brains : %9.0f", Player.p_brains); 503 mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl); 504 mvprintw(13, 0, "Sin : %9.5f", Player.p_sin); 505 mvprintw(14, 0, "Poison : %9.5f", Player.p_poison); 506 mvprintw(15, 0, "Gems : %9.0f", Player.p_gems); 507 mvprintw(16, 0, "Age : %9d", Player.p_age); 508 mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater); 509 mvprintw(11, 40, "Amulets : %9d", Player.p_amulets); 510 mvprintw(12, 40, "Charms : %9d", Player.p_charms); 511 mvprintw(13, 40, "Crowns : %9d", Player.p_crowns); 512 mvprintw(14, 40, "Shield : %9.0f", Player.p_shield); 513 mvprintw(15, 40, "Sword : %9.0f", Player.p_sword); 514 mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver); 515 516 mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s", 517 flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE], 518 flags[Player.p_virgin], flags[Player.p_palantir]); 519 } 520 521 /* 522 * FUNCTION: return a string specifying player type 523 * 524 * ARGUMENTS: 525 * struct player playerp - pointer to structure for player 526 * bool shortflag - set if short form is desired 527 * 528 * RETURN VALUE: pointer to string describing player type 529 * 530 * GLOBAL INPUTS: Databuf[] 531 * 532 * GLOBAL OUTPUTS: Databuf[] 533 * 534 * DESCRIPTION: 535 * Return a string describing the player type. 536 * King, council, valar, supersedes other types. 537 * The first character of the string is '*' if the player 538 * has a crown. 539 * If 'shortflag' is TRUE, return a 3 character string. 540 */ 541 542 const char * 543 descrtype(struct player *playerp, bool shortflag) 544 { 545 int type; /* for caluculating result subscript */ 546 static const char *results[] = /* description table */ 547 { 548 " Magic User", " MU", 549 " Fighter", " F ", 550 " Elf", " E ", 551 " Dwarf", " D ", 552 " Halfling", " H ", 553 " Experimento", " EX", 554 " Super", " S ", 555 " King", " K ", 556 " Council of Wise", " CW", 557 " Ex-Valar", " EV", 558 " Valar", " V ", 559 " ? ", " ? " 560 }; 561 562 type = playerp->p_type; 563 564 switch (playerp->p_specialtype) { 565 case SC_NONE: 566 type = playerp->p_type; 567 break; 568 569 case SC_KING: 570 type = 7; 571 break; 572 573 case SC_COUNCIL: 574 type = 8; 575 break; 576 577 case SC_EXVALAR: 578 type = 9; 579 break; 580 581 case SC_VALAR: 582 type = 10; 583 break; 584 } 585 586 type *= 2; /* calculate offset */ 587 588 if (type > 20) 589 /* error */ 590 type = 22; 591 592 if (shortflag) 593 /* use short descriptions */ 594 ++type; 595 596 if (playerp->p_crowns > 0) { 597 strcpy(Databuf, results[type]); 598 Databuf[0] = '*'; 599 return (Databuf); 600 } else 601 return (results[type]); 602 } 603 604 /* 605 * FUNCTION: find location in player file of given name 606 * 607 * ARGUMENTS: 608 * char *name - name of character to look for 609 * struct player *playerp - pointer of structure to fill 610 * 611 * RETURN VALUE: location of player if found, -1 otherwise 612 * 613 * GLOBAL INPUTS: Wizard, *Playersfp 614 * 615 * DESCRIPTION: 616 * Search the player file for the player of the given name. 617 * If player is found, fill structure with player data. 618 */ 619 620 long 621 findname(char *name, struct player *playerp) 622 { 623 long loc = 0; /* location in the file */ 624 625 fseek(Playersfp, 0L, SEEK_SET); 626 while (fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) { 627 if (strcmp(playerp->p_name, name) == 0) { 628 if (playerp->p_status != S_NOTUSED || Wizard) 629 /* found it */ 630 return (loc); 631 } 632 loc += SZ_PLAYERSTRUCT; 633 } 634 635 return (-1); 636 } 637 638 /* 639 * FUNCTION: find space in the player file for a new character 640 * 641 * RETURN VALUE: location of free space in file 642 * 643 * GLOBAL INPUTS: Other, *Playersfp 644 * 645 * GLOBAL OUTPUTS: Player 646 * 647 * DESCRIPTION: 648 * Search the player file for an unused entry. If none are found, 649 * make one at the end of the file. 650 */ 651 652 long 653 allocrecord(void) 654 { 655 long loc = 0L; /* location in file */ 656 657 fseek(Playersfp, 0L, SEEK_SET); 658 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) { 659 if (Other.p_status == S_NOTUSED) 660 /* found an empty record */ 661 return (loc); 662 else 663 loc += SZ_PLAYERSTRUCT; 664 } 665 666 /* make a new record */ 667 initplayer(&Other); 668 Player.p_status = S_OFF; 669 writerecord(&Other, loc); 670 671 return (loc); 672 } 673 674 /* 675 * FUNCTION: free up a record on the player file 676 * 677 * ARGUMENTS: 678 * struct player playerp - pointer to structure to free 679 * long loc - location in file to free 680 * 681 * DESCRIPTION: 682 * Mark structure as not used, and update player file. 683 */ 684 685 void 686 freerecord(struct player *playerp, long loc) 687 { 688 playerp->p_name[0] = CH_MARKDELETE; 689 playerp->p_status = S_NOTUSED; 690 writerecord(playerp, loc); 691 } 692 693 /* 694 * FUNCTION: leave game 695 * 696 * GLOBAL INPUTS: Player, Fileloc 697 * 698 * GLOBAL OUTPUTS: Player 699 * 700 * DESCRIPTION: 701 * Mark player as inactive, and cleanup. 702 * Do not save players below level 1. 703 */ 704 705 void 706 leavegame(void) 707 { 708 if (Player.p_level < 1.0) 709 /* delete character */ 710 freerecord(&Player, Fileloc); 711 else { 712 Player.p_status = S_OFF; 713 writerecord(&Player, Fileloc); 714 } 715 716 cleanup(TRUE); 717 /* NOTREACHED */ 718 } 719 720 /* 721 * FUNCTION: death routine 722 * 723 * ARGUMENTS: 724 * char *how - pointer to string describing cause of death 725 * 726 * GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp 727 * 728 * GLOBAL OUTPUTS: Player 729 * 730 * DESCRIPTION: 731 * Kill off current player. 732 * Handle rings, and multiple lives. 733 * Print an appropriate message. 734 * Update scoreboard, lastdead, and let other players know about 735 * the demise of their comrade. 736 */ 737 738 void 739 death(const char *how) 740 { 741 FILE *fp; /* for updating various files */ 742 int ch; /* input */ 743 static const char *deathmesg[] = 744 /* add more messages here, if desired */ 745 { 746 "You have been wounded beyond repair. ", 747 "You have been disemboweled. ", 748 "You've been mashed, mauled, and spit upon. (You're dead.)\n", 749 "You died! ", 750 "You're a complete failure -- you've died!!\n", 751 "You have been dealt a fatal blow! " 752 }; 753 754 clear(); 755 756 if (strcmp(how, "Stupidity") != 0) { 757 if (Player.p_level > 9999.0) 758 /* old age */ 759 addstr("Characters must be retired upon reaching level 10000. Sorry."); 760 else if (Player.p_lives > 0) { 761 /* extra lives */ 762 addstr("You should be more cautious. You've been killed.\n"); 763 printw("You only have %d more chance(s).\n", --Player.p_lives); 764 more(3); 765 Player.p_energy = Player.p_maxenergy; 766 return; 767 } else if (Player.p_specialtype == SC_VALAR) { 768 addstr("You had your chances, but Valar aren't totally\n"); 769 addstr("immortal. You are now left to wither and die . . .\n"); 770 more(3); 771 Player.p_brains = Player.p_level / 25.0; 772 Player.p_energy = Player.p_maxenergy /= 5.0; 773 Player.p_quksilver = Player.p_sword = 0.0; 774 Player.p_specialtype = SC_COUNCIL; 775 return; 776 } else if (Player.p_ring.ring_inuse && 777 (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG)) { 778 /* good ring in use - saved from death */ 779 mvaddstr(4, 0, "Your ring saved you from death!\n"); 780 refresh(); 781 Player.p_ring.ring_type = R_NONE; 782 Player.p_energy = Player.p_maxenergy / 12.0 + 1.0; 783 if (Player.p_crowns > 0) 784 --Player.p_crowns; 785 return; 786 } else if (Player.p_ring.ring_type == R_BAD || 787 Player.p_ring.ring_type == R_SPOILED) { 788 /* bad ring in possession; name idiot after player */ 789 mvaddstr(4, 0, 790 "Your ring has taken control of you and turned you into a monster!\n"); 791 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET); 792 fread((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp); 793 strcpy(Curmonster.m_name, Player.p_name); 794 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET); 795 fwrite((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp); 796 fflush(Monstfp); 797 } 798 } 799 800 enterscore(); /* update score board */ 801 802 /* put info in last dead file */ 803 fp = fopen(_PATH_LASTDEAD, "w"); 804 fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)", 805 Player.p_name, descrtype(&Player, TRUE), 806 Player.p_login, Player.p_level, how); 807 fclose(fp); 808 809 /* let other players know */ 810 fp = fopen(_PATH_MESS, "w"); 811 fprintf(fp, "%s was killed by %s.", Player.p_name, how); 812 fclose(fp); 813 814 freerecord(&Player, Fileloc); 815 816 clear(); 817 move(10, 0); 818 addstr(deathmesg[(int)ROLL(0.0, (double)sizeof(deathmesg) / sizeof(char *))]); 819 addstr("Care to give it another try ? "); 820 ch = getanswer("NY", FALSE); 821 822 if (ch == 'Y') { 823 cleanup(FALSE); 824 execl(_PATH_GAMEPROG, "phantasia", "-s", 825 (Wizard ? "-S" : NULL), NULL); 826 exit(0); 827 /* NOTREACHED */ 828 } 829 830 cleanup(TRUE); 831 /* NOTREACHED */ 832 } 833 834 /* 835 * FUNCTION: update structure in player file 836 * 837 * ARGUMENTS: 838 * struct player *playerp - pointer to structure to write out 839 * long place - location in file to updata 840 * 841 * GLOBAL INPUTS: *Playersfp 842 * 843 * DESCRIPTION: 844 * Update location in player file with given structure. 845 */ 846 847 void 848 writerecord(struct player *playerp, long place) 849 { 850 fseek(Playersfp, place, SEEK_SET); 851 fwrite((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp); 852 fflush(Playersfp); 853 } 854 855 /* 856 * FUNCTION: calculate level based upon experience 857 * 858 * ARGUMENTS: 859 * double experience - experience to calculate experience level from 860 * 861 * RETURN VALUE: experience level 862 * 863 * DESCRIPTION: 864 * Experience level is a geometric progression. This has been finely 865 * tuned over the years, and probably should not be changed. 866 */ 867 868 double 869 explevel(double experience) 870 { 871 if (experience < 1.1e7) 872 return (floor(pow((experience / 1000.0), 0.4875))); 873 else 874 return (floor(pow((experience / 1250.0), 0.4865))); 875 } 876 877 /* 878 * FUNCTION: truncate trailing blanks off a string 879 * 880 * ARGUMENTS: 881 * char *string - pointer to null terminated string 882 * 883 * DESCRIPTION: 884 * Put nul characters in place of spaces at the end of the string. 885 */ 886 887 void 888 truncstring(char *string) 889 { 890 size_t length; /* length of string */ 891 892 length = strlen(string); 893 while (string[--length] == ' ') 894 string[length] = '\0'; 895 } 896 897 /* 898 * FUNCTION: Alter x, y coordinates and set/check location flags 899 * 900 * ARGUMENTS: 901 * double xnew, ynew - new x, y coordinates 902 * int operation - operation to perform with coordinates 903 * 904 * GLOBAL INPUTS: Circle, Beyond, Player 905 * 906 * GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed 907 * 908 * DESCRIPTION: 909 * This module is called whenever the player's coordinates are altered. 910 * If the player is beyond the point of no return, he/she is forced 911 * to stay there. 912 */ 913 914 void 915 altercoordinates(double xnew, double ynew, int operation) 916 { 917 switch (operation) { 918 case A_FORCED: /* move with no checks */ 919 break; 920 921 case A_NEAR: /* pick random coordinates near */ 922 xnew = Player.p_x + ROLL(1.0, 5.0); 923 ynew = Player.p_y - ROLL(1.0, 5.0); 924 /* fall through for check */ 925 926 case A_SPECIFIC: /* just move player */ 927 if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND) { 928 /* 929 * cannot move back from point of no return 930 * pick the largest coordinate to remain unchanged 931 */ 932 if (fabs(xnew) > fabs(ynew)) 933 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND); 934 else 935 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND); 936 } 937 break; 938 939 case A_FAR: /* pick random coordinates far */ 940 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle); 941 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle); 942 break; 943 } 944 945 /* now set location flags and adjust coordinates */ 946 Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew)); 947 948 /* set up flags based upon location */ 949 Throne = Marsh = Beyond = FALSE; 950 951 if (Player.p_x == 0.0 && Player.p_y == 0.0) 952 Throne = TRUE; 953 else if (Circle < 35 && Circle >= 20) 954 Marsh = TRUE; 955 else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND) 956 Beyond = TRUE; 957 958 Changed = TRUE; 959 } 960 961 /* 962 * FUNCTION: read a player structure from file 963 * 964 * ARGUMENTS: 965 * struct player *playerp - pointer to structure to fill 966 * int loc - location of record to read 967 * 968 * GLOBAL INPUTS: *Playersfp 969 * 970 * DESCRIPTION: 971 * Read structure information from player file. 972 */ 973 974 void 975 readrecord(struct player *playerp, long loc) 976 { 977 fseek(Playersfp, loc, SEEK_SET); 978 fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp); 979 } 980 981 /* 982 * FUNCTION: adjust player statistics 983 * 984 * GLOBAL INPUTS: Player, *Statptr 985 * 986 * GLOBAL OUTPUTS: Circle, Player, Timeout 987 * 988 * DESCRIPTION: 989 * Handle adjustment and maximums on various player characteristics. 990 */ 991 992 void 993 adjuststats(void) 994 { 995 double dtemp; /* for temporary calculations */ 996 997 if (explevel(Player.p_experience) > Player.p_level) { 998 /* move one or more levels */ 999 movelevel(); 1000 if (Player.p_level > 5.0) 1001 Timeout = TRUE; 1002 } 1003 1004 if (Player.p_specialtype == SC_VALAR) 1005 /* valar */ 1006 Circle = Player.p_level / 5.0; 1007 1008 /* calculate effective quickness */ 1009 dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote 1010 - Player.p_level; 1011 dtemp = MAX(0.0, dtemp); /* gold slows player down */ 1012 Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp; 1013 1014 /* calculate effective strength */ 1015 if (Player.p_poison > 0.0) { 1016 /* poison makes player weaker */ 1017 dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0; 1018 dtemp = MAX(0.1, dtemp); 1019 } else 1020 dtemp = 1.0; 1021 Player.p_might = dtemp * Player.p_strength + Player.p_sword; 1022 1023 /* insure that important things are within limits */ 1024 Player.p_quksilver = MIN(99.0, Player.p_quksilver); 1025 Player.p_mana = MIN(Player.p_mana, 1026 Player.p_level * Statptr->c_maxmana + 1000.0); 1027 Player.p_brains = MIN(Player.p_brains, 1028 Player.p_level * Statptr->c_maxbrains + 200.0); 1029 Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0); 1030 1031 /* 1032 * some implementations have problems with floating point compare 1033 * we work around it with this stuff 1034 */ 1035 Player.p_gold = floor(Player.p_gold) + 0.1; 1036 Player.p_gems = floor(Player.p_gems) + 0.1; 1037 Player.p_mana = floor(Player.p_mana) + 0.1; 1038 1039 if (Player.p_ring.ring_type != R_NONE) { 1040 /* do ring things */ 1041 /* rest to max */ 1042 Player.p_energy = Player.p_maxenergy + Player.p_shield; 1043 1044 if (Player.p_ring.ring_duration <= 0) 1045 /* clean up expired rings */ 1046 switch (Player.p_ring.ring_type) { 1047 case R_BAD: /* ring drives player crazy */ 1048 Player.p_ring.ring_type = R_SPOILED; 1049 Player.p_ring.ring_duration = (short)ROLL(10.0, 25.0); 1050 break; 1051 1052 case R_NAZREG: /* ring disappears */ 1053 Player.p_ring.ring_type = R_NONE; 1054 break; 1055 1056 case R_SPOILED: /* ring kills player */ 1057 death("A cursed ring"); 1058 break; 1059 1060 case R_DLREG: /* this ring doesn't expire */ 1061 Player.p_ring.ring_duration = 0; 1062 break; 1063 } 1064 } 1065 1066 if (Player.p_age / N_AGE > Player.p_degenerated) { 1067 /* age player slightly */ 1068 ++Player.p_degenerated; 1069 if (Player.p_quickness > 23.0) 1070 Player.p_quickness *= 0.99; 1071 Player.p_strength *= 0.97; 1072 Player.p_brains *= 0.95; 1073 Player.p_magiclvl *= 0.97; 1074 Player.p_maxenergy *= 0.95; 1075 Player.p_quksilver *= 0.95; 1076 Player.p_sword *= 0.93; 1077 Player.p_shield *= 0.93; 1078 } 1079 } 1080 1081 /* 1082 * FUNCTION: initialize a character 1083 * 1084 * ARGUMENTS: 1085 * struct player *playerp - pointer to structure to init 1086 * 1087 * DESCRIPTION: 1088 * Put a bunch of default values in the given structure. 1089 */ 1090 1091 void 1092 initplayer(struct player *playerp) 1093 { 1094 playerp->p_experience = 1095 playerp->p_level = 1096 playerp->p_strength = 1097 playerp->p_sword = 1098 playerp->p_might = 1099 playerp->p_energy = 1100 playerp->p_maxenergy = 1101 playerp->p_shield = 1102 playerp->p_quickness = 1103 playerp->p_quksilver = 1104 playerp->p_speed = 1105 playerp->p_magiclvl = 1106 playerp->p_mana = 1107 playerp->p_brains = 1108 playerp->p_poison = 1109 playerp->p_gems = 1110 playerp->p_sin = 1111 playerp->p_1scratch = 1112 playerp->p_2scratch = 0.0; 1113 1114 playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */ 1115 1116 playerp->p_x = ROLL(-125.0, 251.0); 1117 playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */ 1118 1119 /* clear ring */ 1120 playerp->p_ring.ring_type = R_NONE; 1121 playerp->p_ring.ring_duration = 0; 1122 playerp->p_ring.ring_inuse = FALSE; 1123 1124 playerp->p_age = 0L; 1125 1126 playerp->p_degenerated = 1; /* don't degenerate initially */ 1127 1128 playerp->p_type = C_FIGHTER; /* default */ 1129 playerp->p_specialtype = SC_NONE; 1130 playerp->p_lives = 1131 playerp->p_crowns = 1132 playerp->p_charms = 1133 playerp->p_amulets = 1134 playerp->p_holywater = 1135 playerp->p_lastused = 0; 1136 playerp->p_status = S_NOTUSED; 1137 playerp->p_tampered = T_OFF; 1138 playerp->p_istat = I_OFF; 1139 1140 playerp->p_palantir = 1141 playerp->p_blessing = 1142 playerp->p_virgin = 1143 playerp->p_blindness = FALSE; 1144 1145 playerp->p_name[0] = 1146 playerp->p_password[0] = 1147 playerp->p_login[0] = '\0'; 1148 } 1149 1150 /* 1151 * FUNCTION: read message from other players 1152 * 1153 * GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp 1154 * 1155 * DESCRIPTION: 1156 * If there is a message from other players, print it. 1157 */ 1158 1159 void 1160 readmessage(void) 1161 { 1162 move(3, 0); 1163 clrtoeol(); 1164 fseek(Messagefp, 0L, SEEK_SET); 1165 if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL) 1166 addstr(Databuf); 1167 } 1168 1169 /* 1170 * FUNCTION: process environment error 1171 * 1172 * ARGUMENTS: 1173 * char *whichfile - pointer to name of file which caused error 1174 * 1175 * GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows 1176 * 1177 * DESCRIPTION: 1178 * Print message about offending file, and exit. 1179 */ 1180 1181 void 1182 error(const char *whichfile) 1183 { 1184 int (*funcp)(const char *, ...) __printflike(1, 2); 1185 1186 if (Windows) { 1187 funcp = (void *)printw; 1188 clear(); 1189 } else 1190 funcp = printf; 1191 1192 (*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno); 1193 (*funcp)("Please run 'setup' to determine the problem.\n"); 1194 cleanup(TRUE); 1195 /* NOTREACHED */ 1196 } 1197 1198 /* 1199 * FUNCTION: calculate distance between two points 1200 * 1201 * ARGUMENTS: 1202 * double x1, y1 - x, y coordinates of first point 1203 * double x2, y2 - x, y coordinates of second point 1204 * 1205 * RETURN VALUE: distance between the two points 1206 * 1207 * DESCRIPTION: 1208 * This function is provided because someone's hypot() library function 1209 * fails if x1 == x2 && y1 == y2. 1210 */ 1211 1212 double 1213 distance(double x_1, double x_2, double y_1, double y_2) 1214 { 1215 double deltax, deltay; 1216 1217 deltax = x_1 - x_2; 1218 deltay = y_1 - y_2; 1219 return (sqrt(deltax * deltax + deltay * deltay)); 1220 } 1221 1222 1223 /* 1224 * FUNCTION: exit upon trapping an illegal signal 1225 * 1226 * ARGUMENTS: 1227 * int whichsig - signal which occurred to cause jump to here 1228 * 1229 * GLOBAL INPUTS: *stdscr 1230 * 1231 * DESCRIPTION: 1232 * When an illegal signal is caught, print a message, and cleanup. 1233 */ 1234 1235 void 1236 ill_sig(int whichsig) 1237 { 1238 clear(); 1239 if (!(whichsig == SIGINT || whichsig == SIGQUIT)) 1240 printw("Error: caught signal # %d.\n", whichsig); 1241 cleanup(TRUE); 1242 /* NOTREACHED */ 1243 } 1244 1245 /* 1246 * FUNCTION: return a string describing the player status 1247 * 1248 * ARGUMENTS: 1249 * struct player playerp - pointer to player structure to describe 1250 * 1251 * RETURN VALUE: string describing player's status 1252 * 1253 * DESCRIPTION: 1254 * Return verbal description of player status. 1255 * If player status is S_PLAYING, check for low energy and blindness. 1256 */ 1257 1258 const char * 1259 descrstatus(struct player *playerp) 1260 { 1261 switch (playerp->p_status) { 1262 case S_PLAYING: 1263 if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield)) 1264 return ("Low Energy"); 1265 else if (playerp->p_blindness) 1266 return ("Blind"); 1267 else 1268 return ("In game"); 1269 1270 case S_CLOAKED: 1271 return ("Cloaked"); 1272 1273 case S_INBATTLE: 1274 return ("In Battle"); 1275 1276 case S_MONSTER: 1277 return ("Encounter"); 1278 1279 case S_TRADING: 1280 return ("Trading"); 1281 1282 case S_OFF: 1283 return ("Off"); 1284 1285 case S_HUNGUP: 1286 return ("Hung up"); 1287 1288 default: 1289 return (""); 1290 } 1291 } 1292 1293 /* 1294 * FUNCTION: collect taxes from current player 1295 * 1296 * ARGUMENTS: 1297 * double gold - amount of gold to tax 1298 * double gems - amount of gems to tax 1299 * 1300 * GLOBAL INPUTS: Player 1301 * 1302 * GLOBAL OUTPUTS: Player 1303 * 1304 * DESCRIPTION: 1305 * Pay taxes on gold and gems. If the player does not have enough 1306 * gold to pay taxes on the added gems, convert some gems to gold. 1307 * Add taxes to tax data base; add remaining gold and gems to 1308 * player's cache. 1309 */ 1310 1311 void 1312 collecttaxes(double gold, double gems) 1313 { 1314 FILE *fp; /* to update Goldfile */ 1315 double dtemp; /* for temporary calculations */ 1316 double taxes; /* tax liability */ 1317 1318 /* add to cache */ 1319 Player.p_gold += gold; 1320 Player.p_gems += gems; 1321 1322 /* calculate tax liability */ 1323 taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold); 1324 1325 if (Player.p_gold < taxes) { 1326 /* not enough gold to pay taxes, must convert some gems to gold */ 1327 /* number of gems to convert */ 1328 dtemp = floor(taxes / N_GEMVALUE + 1.0); 1329 1330 if (Player.p_gems >= dtemp) { 1331 /* player has enough to convert */ 1332 Player.p_gems -= dtemp; 1333 Player.p_gold += dtemp * N_GEMVALUE; 1334 } else { 1335 /* take everything; this should never happen */ 1336 Player.p_gold += Player.p_gems * N_GEMVALUE; 1337 Player.p_gems = 0.0; 1338 taxes = Player.p_gold; 1339 } 1340 } 1341 1342 Player.p_gold -= taxes; 1343 1344 if ((fp = fopen(_PATH_GOLD, "r+")) != NULL) { 1345 /* update taxes */ 1346 dtemp = 0.0; 1347 fread((char *)&dtemp, sizeof(double), 1, fp); 1348 dtemp += floor(taxes); 1349 fseek(fp, 0L, SEEK_SET); 1350 fwrite((char *)&dtemp, sizeof(double), 1, fp); 1351 fclose(fp); 1352 } 1353 } 1354